On 05.01.12 12:53, Colin Guthrie wrote: > 'Twas brillig, and Roman Beslik at 05/01/12 00:24 did gyre and gimble: >> On 03.01.12 14:37, Colin Guthrie wrote: >>> 'Twas brillig, and Roman Beslik at 02/01/12 22:55 did gyre and gimble: >>>> them) for enhanced user experience. E.g., Skype outputs incoming call >>>> ringing to speakers and talk to a handset. Because programs do not chose >>> Yes, programs can create as many streams as they want (each sink will >>> only support (I think) 32 streams, but that's just to prevent too much >>> craziness! :) >> Yeah, that's good. Actually incoming call ringing is not visible because >> it is included into "System Sounds", I was perplexed and read other >> perplexed users' discussions, and decided that there is some defect in >> PulseAudio or Skype. > Yeah, this is intentional. Event sounds, like a buddy signing in, are > very short lived, so as was mentioned in your other thread, they are > simply grouped up under "Event Sounds" such that the user does actually > have a real chance of adjusting their volume to suit their tastes. I > appreciate it might not be as transparent as it could be however. > Perhaps there is something we can do about that in the GUIs. Such as > show the names+icons of the 5 most recent applications that have > produced an event sound, just so that it's a bit more obvious to users > looking to adjust the volume. That would be fine. >>> Over all this metadata allows for interesting things to happen >>> automatically. For example if someone has a headset (USB or Bluetooth) >>> we can automatically use it for phone calls which is (with ~90% >>> liklihood) what the user wants. Obviously the user should still have >>> manual control over this, but if we can "do the right thing"(tm) out of >>> the box by using this additional metadata then all is well. >> This would be cool. It seems to me that this metadata is different from >> the case with Skype. This metadata is more like "preferred sink for a >> stream." Suppose a game sends audio to 2 gamers. 2 streams, but all have >> "headset" as their preferred sink. > Hmmm, not sure what you mean... are there cases where two people play on > the same machine when they are sharing the same h/w? I appreciate there > a multi-headed systems but usually the sound h/w is partitioned too and > thus each user would be logged in separately and run their own instance > of the software - i.e. two game processes, two separate PA daemon, two > separate USB headsets etc. I mean, gamers are playing against each other in 1 game. Buying another computer, establishing a network would be a hurdle. I am not a decent gamer too. I saw options for 2 players in http://en.wikipedia.org/wiki/Split_Second:_Velocity There is a split-screen mode for 2 players with no network. Though I had no chance to test it.